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Mork

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Everything posted by Mork

  1. So... looks like 5 years later, nothing has been done to fix this, has it?
  2. I agree, you may be totally right. It's also a crucial ingredient for bread and pie doughs, two of the rare recipes that require to be learnt and that are used to produce very efficient food. That's why I'm asking to up its frequency just a notch. Not make it as frequent as in real life. Remember: my test was with very abondant food setting. With that kind of setting, every kitchen is full to the brim with fresh, frozen and canned food (and various other types of food & ingredients like oil, flour, cereals, biscuits and so on).
  3. Seems unlikely. The SlicePie() method devides by 5 all the values (as the recipe creates 5 slices). I don't know how the decimals are handled, but if I had to guess, I'd say they are lost, which would decrease effectively the effectiveness of the food when decimals there are. But the thirst reduction is just totally absent of that function. Knowing that a pie can have a petty decent score on that value if you use only vegetables in it, that means that you can easily have around 20 points of thirst reduction that disapear during the process. In fact, the very "sliced pie" item doesn't include any thirst reduction by default, meaning that even if you add the line I mentioned in my post, the thirst value wouldn't appear on the slices description. Note that I'm not sure if the value would still be part of the item without being displayed or if the setThirstChange() function would just be ignored: I didn't test this, I just rapidly cobble something in the mod I was working on to correct the problem as a temporary solution (Temporary, because I'm sure it will be properly corrected in the vanilla PZ, and also because I'm not satisfied with my mod in its current state and that correction will be bettered in the process of finalizing it).
  4. Hi, Pretty much what's said in the title. When we slice a pie, the thirst reduction value of the pie is lost, not carried over the slices of pie. It comes from the Recipe.OnCreate.SlicePie() method (in media\lua\server\recipecode.lua), that lacks the following line of code: result:setThirstChange(item:getThirstChangeUnmodified() / 5); Hope that makes your job easier. Thanks.
  5. Forget it, I didn't search correctly. It's in media\lua\server\recipecode.lua
  6. Hi, I decided to start modding PZ, one baby step at a time. I'm working on a sweet pie recipe, with a very similar structure than the vanilla pie recipe. Everything's fine, from dough to baking, up until the slicing of said sweet pie. The game allows us to cut a home cooked pie in 5 slices, so I want to have the same possibility with my sweet pie mod. However, I can't put my hands on the part of code that calulate the nutritions values of the slices. For instance, with the vanilla pie, the game seems to correctly devide by 5 the pie's values of "hunger reduction", "boredom reduction" and "unhappiness reduction" (while loosing the thirst reduction, for some reason?). However, if I apply the same method to my modded sweet pie, the result is totally wrong. So I'd like to see how it's calculated, and despite noticing a "Recipe.OnCreate.SlicePie" mentioned in the recipe "Slice Pie" and strongly suspecting this method is the culprit, I'm still stuck wondering where to find it. Does someone knows where I can find either that SlicePie procedure or where the values of the slices are calculated? Thank you!
  7. Ok, so, while doing some tests on a brand new sandbox game, I took the time to capture the problem, here it is: 41.71, brand new save, no mods*, no funny things, just vanilla PZ. * Well, I lied, I'm testing a homebrew cooking mod that adds a couple of receipes, but nothing touching the sound, nothing technical, and in any case, my original bug report is about a save that has absolutely no mods. So it's not relevant.
  8. Hi, So, I was doing some testing on a sandbox game, with all ressources set on "very abundant". And while rummaging through every single cupboard of every kitchen, I noticed that salt was in fact a pretty rare item. There was like 1 salt shaker every 10 houses or so. It doesn't seem right, as I'd bet my lunch that salt is one of the most common seasonings / ingredients that can be found in a (western) kitchen. So, maybe, its commonness should be augmented a tad? Thank you.
  9. Hi, Please, see included video (youtube link below): At that time of the game, the fireplace was burning since around 22:00 (10pm). Warmth doesn't spread in the house, at all. I'm not even talking about the fact that the game always puts a -1°C on 1st floor compared to ground level for no reason. I'm talking about the fact that the temperature outside of that living room changed during the night accordingly to the temperature variations taking place outside of that closed house, but was not affected by the fireplace that was on for hours. https://www.youtube.com/watch?v=QfPcvFYhN_s Thank you. Addendum: And when I put out the fire, the temperature just near the fireplace dropped from 25°C to 9°C instantaneously.
  10. I'll add to that list maybe some hunters having a rifle in their house? But yeah, I totally see what you mean.
  11. I just started a new sandbox game (always extremely rare loot for everything), and it wasn't long before finding a house with a corpse holding a partially loaded gun. Few houses farther, I found a barricaded house, one of the zeds inside had a firearm. Few houses farther, I found another house with another corpse, which contained 2 shotguns and two boxes of ammo. For a total of 22 houses looted. Each one of those are kind of events, randomized houses, and not linked to the loot setting I chose (I believe). It is highly possible that some of your findings are linked to randomized houses too (hard to tell, but I think that's a good assemption). However, I don't know how those randomized houses interact with the loot settings. And maybe this interaction should be looked into by the devs? But your map shows impressively the frequency of those findings, and to this regard, it may be interresting to have a setting like "Barely any", or maybe even "None" in each loot category. It would indeed let us have even more freedom to put difficulties where we want to.
  12. Just for information, 3 things you mentionned that are in fact not concerned by loot randomization: Houses for sale are not random, they are pre-defined in the map. Burned down houses and toilet paper houses (a funny reference to the craze for toilet paper we saw during the first covid-19 strike) are random, but linked to the setting "Randomized House Chance". Note that those "randomized houses" can have cool stuff inside (for instance, some will be full of farming supplies, other will have electronics related objects, stashes of food, etc), notably some of them will contain lots of weapons, including firearms. Other things that are worth mentionning, I think: Some secret stashes that are generated with "annotated maps" will more than often have weapons, among which, firearms are not rare. The drop rate of those annotated maps can be modified with the setting "Annotated Map Chance" I agree that firearms are not that uncommon with extremly rare settings, but on an other hand, they are various enough to let you with lots of firearms and not enough ammo. However, the presence of firearm shops, police stations and random police road blocks can greatly increase your access to firearms and ammo. Notably shotguns. So, overall, I agree that even with the "extremely rare" setting, you can end up armed to the teeth. However, I think that the firearms spawn is very much affected by more than just this setting.
  13. Oh, yeah! I totally forgot about this video.
  14. I can understand. I personaly was very close to ban me from my own singleplayer game, but then I made a point by explaining that it was an accident, and that it's only because I was tired that I ramed that van in the mouse trap. I got away with a warning and the promess to never put a mouse trap near a road again. More seriously, thanks for the info about the radios and toasters. I don't think I'll put one near a road, but just in case, I'm better knowing they have the same issue. ^^
  15. Hi, When washing clothes or character, the game will use soap if your character have some. However, the only difference between using soap or not is the time it takes to proceed. I think we can say that it renders the soap totally useless. What I propose is that using soap should reduce the amount of water needed to wash anything. Also, once the game will include a mean to make soap (or include any handmade replacement for soap), I think that blood stains on clothes and dirty bandages should require soap to be cleaned. Thanks
  16. Hi, The game should preferably use tainted water for washing vehicles. For instance: my character had a bottle of drinkable water in her inventory and a bucket of tainted water in her hand. When I made her wash a vehicle, the game draw water from the bottle rather than from the bucket. That shouldn't be the case. Thank you
  17. 41.71 (steam), single player sandbox. I don't use any mods. Save originated from 41.70 unstable and then was updated to 41.71 unstable. Hi! o/ I just crashed a big Chevalier Step Van on a tiny mouse trap. Because mouse traps have an invisible force field that will prevent anyone or anything to share the same tile as them. I'm pretty sure even Juggernaut wouldn't be able to break through this. Maybe I should replace the log fence around my base for a mouse trap perimeter...? :P Joke aside, please, could you have a look at this? Having those tiny traps treated like some big piece of furniture can be somewhat annoying from times to times. ^^ Thank you!
  18. The second one is because, weirdly enough, the game put the car on neutral as soon as you stop accelerating. The game doesn't handle correctly how we drive in reallity (either manual or auto). I guess there's room for improvement with cars. Also like how the automatic speed control is not able to get the correct RPM (same RPM for a wide range of speeds) or shifting gears reasonably.
  19. As WhiskeyTangoFoxX said, here for instance, I circled 2 transparency spots on the right of of the legs of texture [F_ZedBody02_level1]:
  20. Yup, bug still there. Penrose flamingos are still a thing! :'D
  21. 41.71 (steam), single player sandbox. I don't use any mods. Save originated from 41.70 unstable and then was updated to 41.71 unstable. Hi, In that situation: What is preventing my character from building that wall she's facing? On the other side of the pier, no problem to bluid those walls, but on that side, my character is unable to build the wall. And you know what? I found a workaround, but the problem was not my character needing to go on the other side of the frame to be able to build that wall (like I thought): No, as soon as I added a wooden floor on the other side (so, above the water), my character was able to build that wall while staying on the pier (didn't need to go on the floor I added). It doesn't make much sense, does it? EDIT: And for some reason, the last wooden frame (top right on the screen cap) didn't need me to add a wooden floor beside it for my character to be able to bluid the wall. ¯\_(ツ)_/¯ Thanks!
  22. It might. And I'm sorry to say this, but if it was the case, then that would be bad design. You have a color gradient that tells you, for instance, the wind resistance: A same value should have the same color, no matter where it is. Or, they need to change the title of this color gradient key "Wind Resistance" by something that really reflects what the color tells us. Because currently, it's rather misleading.
  23. Oooh, I got it! The problem is not the insulation, but the color grading used on those heatmaps. Torso and legs have indeed the same insulation values, but the heatmap is off, giving a different colors for the same value depending on if it is on the upper body or the lower body.
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